Rapture is a five-map episode in a style unrightfully hijacked from Daikatana and Hexen along with their intellectual property. :X To win, you must collect four runes and defeat four barons. There are also two start maps and two end maps which help move an interesting plotline.

 
 

Rain Palisade is a well-connected series of beautiful and imposing grey and blue castles amongst realistic rocks. Everything is built to an impressively large scale. Details such as broken windows, scattered bricks, warped wooden beams, and subtly emulated sunlight (in one area) all give it a realistic feel. Almost every area has something to look at.
Combat progresses fairly, beginning with single enemies and sniping practice but quickly heating up once you enter the buildings and take on well-defended positions. Most of the new enemies appear first in this map. They include gremlins, axemen, and toughened knights with better armor. Someone forgot to skin the knight's severed head.
There were a few minor combat-related problems. If you enter the line of sight of the basement full of zombies (an otherwise entertaining area) while pressing a certain switch, they try to block off the grenade launcher. Also, the mildly exciting arena combat at the end is made easy by an obvious secret inaccurately marked "hard." =)

Rain Palisade - Final is a tiny map in which you mow through a few monsters and take on the first baron in a circular arena with an annoying flashy light. The baron himself is an appropriate first boss - entertaining and not overly challenging. When fighting him, you may get to witness how the coder never finished client.qc - there is no message when he kills you.

 
 

Castle Rapture is more visually complex than the first maps, with bright wood and purple metal textures trimming stone walls. It's a great-looking map all around. However, it is rather cramped and all areas are generally smaller. It seems somewhat haphazard with open doors sliding through solid walls and one area of HOM. The map also features lava dripping from pipes in the wall which should have been animated.
Progression is still reasonable and enjoyable with several surprises involving strategically placed ogres and one area where a few sparse reinforcements lure you into a false sense of security... This level also contains the fire baron who, aside from the fact that you fight him in a much smaller and more dangerous area, isn't much more threatening than the first baron. The baron himself is preceded by another surprise.

 
 
A Cross to Bear is another solid medieval map, but in a more chaotic vein than the preceding levels, being cobbled together from various rocks and wood panels. It has all the hallmarks of [Kona]'s twisted style: lots of weird angles and intersections, heavy and impeccable use of trim, and reliance on unusual brushwork for effect rather than careful use of detailed textures. The lack of traditional "setpieces" can seem a little dull this far into the episode.
This map also marks a tremendous increase in difficulty, with gang after unsubtle gang of well-placed monsters and hardly any health throughout the map, inviting a much more cautious approach. At the end of this map lies the first baron with a truly formidable attack. Take care to avoid it.

 

 
 
Storm Dungeon is the final map and, stylistically, it's something of a downer. It's a symmetrical deathmatch arena, lifts travel through the floor, and the lighting, most of which seems to come from sporadic lightning, is just silly. [note: strangely enough, the odd flashing lights only appear in software mode. In GLQuake, the lighting was functional.]
This map clearly wasn't made for looks, though. It was made to hold the hordes of monsters which surge into the arena in a DMSP-style infestation. It is sometimes difficult to tell what to do next, especially with grenades landing all around, but large caches of ammo, armor, and health (plus the mjolnir if you use it wisely) even the playing field somewhat while searching for a route.
The only real trouble comes at the very end, in which you face the final baron, who seems fond of stupid hitscan attacks. He can be very difficult to defeat, especially if you're weakened by the preceding massacre. Compounding this is the fact that he initially appears in an area where it can be very difficult to run away without taking damage. There should have been health and armor just before the encounter, but it's still possible to win